Dialog when sitting around?

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Abstracted
Posts: 19
Joined: Sat Mar 17, 2018 3:13 am

Tue Mar 27, 2018 4:09 am

Hey Guys,

I'm attempting to make my first mod here, and I basically have it working besides one point.

I have added group of residents to The Hub that currently use a copy of the "Squatters" AI Package, but can't begin dialog with them when they are sitting down around the town. I can speak to them if they are walking/patrolling around town and added in the guard town AI goal to get that working.

But would like it to work if they are sitting around as well. Any reason this doesn't work? Its hard to trouble shoot with this editor haha.

It's likely something very simple I am missing here? I have basically copied everything from other recruit-able NPCs. It's working as intended if they aren't sitting down.

I am currently using "Hire me Outlaw 700 - non robot" dialog, with swamper dialog package and player thug for player dialog (all these are just using the standard for now and plan to make my own dialog).

Looking forward to someone pointing me in the right direction. :)

Cheers,

Ocram
Posts: 328
Joined: Tue Jan 30, 2018 1:50 pm

Tue Mar 27, 2018 10:07 am

Not entirely sure, but dialogs (and AI) have strange priority orders, one would expect that the priority is
char > squad > faction > race, but I think it is squad > char > faction > race, or something similar.
Try removing the dialog package from the squad, see if they always talk to you.

[EDIT] Actually I mixed dialog and AI packages in the last line, but still, swamper package might interfere with "hire me" since both share the same event.

Abstracted
Posts: 19
Joined: Sat Mar 17, 2018 3:13 am

Tue Mar 27, 2018 12:51 pm

Hi Ocram,

Thanks for the reply!

Having just 1 Dialog (either just swampers or hire me) didn't work.

What I did find to work though, is it is when I set clear existing jobs false they seem to just walk to the bar and then sit down and chill. From there I can talk to them, and can do so when they are walking around.

It seems to be the moment they walk into a ruined building in The Hub, even before they sit down. They mouse over with the speech bubble, but aren't able to be talked to. When they get up to go "outside" the moment they exit the building you can talk to them again, but not before.

Weird, guessing perhaps something to do with a task that is stopping dialog from being activated?

Ocram
Posts: 328
Joined: Tue Jan 30, 2018 1:50 pm

Tue Mar 27, 2018 4:31 pm

Finally updated and got to test a bit, apparently they are ashamed of their house being ruined. If you just change "building ruined" to false in your squad template they talk. Might be a bug.

Abstracted
Posts: 19
Joined: Sat Mar 17, 2018 3:13 am

Wed Mar 28, 2018 9:34 am

Thanks for looking into it, very kind!

Yeah, if I change that then we end up with the hub having completed buildings - which actually looks nice but not intention :P

Perhaps I will leave it for now as is; it still works when they get up and walk around. I can focus on other aspects for now and hope if this is a bug it will get resolved. :)

Ocram
Posts: 328
Joined: Tue Jan 30, 2018 1:50 pm

Wed Mar 28, 2018 12:44 pm

If you added a new squad as resident they will only pick one building, if you set the building (or building dislike) field in your squad you can chose which building will get occupied, maybe a shack so it's not so noticeable. You could also just set them as bar squads instead of residents, they will spend their lives drinking in the bar.

Ocram
Posts: 328
Joined: Tue Jan 30, 2018 1:50 pm

Sat Apr 21, 2018 8:16 pm

I had to change the hub squatters for my mod and I thought you might want this, it's an ai package that makes hub squatters sit around, get out of their home and stand in front of it, they also go to bed. While they are outside you can talk to them and recruit them, in your case. Still doesn't fixes the ruined home issue but makes them a little bit more alive and you don't need to make them patrol town as they go out in danger that way.
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